Looks cute. I like how his ears bounce and how his eyes bug out when he jumps.

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Jedi QuestMaster [ Fri Jul 08, 2016 12:36 am ]

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Re: Progress Thread - Nebs & Debs Prequel

Is that two people? Which one's Nebs?

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na_th_an [ Fri Jul 08, 2016 1:06 am ]

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Re: Progress Thread - Nebs & Debs Prequel

Animation looks awesome - plus I love platformers. Good luck!

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Lazycow [ Fri Jul 08, 2016 4:28 am ]

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Re: Progress Thread - Nebs & Debs Prequel

Doing a prequel for the compo is a good idea! Is this a squid-hat?

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dullahan [ Fri Jul 08, 2016 10:59 am ]

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Re: Progress Thread - Nebs & Debs Prequel

Debs is a humanoid. Nebs an Nebular Octopus.

Nebs was fleeing the fortress. Debs was charging the fortress. Debs turned the corner. Nebs turned the corner.

SMACK! WHAT!?! GERROFF! EWWWWW.....

Lucky for Debs, the fused octopus grants her the power to warp through walls and enemies; an ability she'll need to finish her quest to free the four the sages. Unlucky for Nebs, every freed sage moves them closer and closer to the creature he fears the most.

Author:

mikejmoffitt [ Fri Jul 08, 2016 3:35 pm ]

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Re: Progress Thread - Nebs & Debs Prequel

Looks good. I would make the octopus bounce one frame out of phase with the body movement. When the player's body begins to move up is when the edges of the hat should show their dip. That way, the octopus's tentacles will appear to have inertia.

Looks more like a quadpus though!

Author:

rainwarrior [ Fri Jul 08, 2016 6:17 pm ]

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Re: Progress Thread - Nebs & Debs Prequel

mikejmoffitt wrote:

Looks more like a quadpus though!

This happened to the octopus in my game too; it seemed like in 2 dimensions it should only require 2^2 legs.

Then again, Octodad only has four legs too. Maybe this is a video game thing...?

Looking good. Incidentally I'm stuck in my project because I'm trying to program a tool to generate animation code easily... you seem to have that already figured out so props to you

Author:

Alp [ Sat Jul 09, 2016 3:24 pm ]

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Re: Progress Thread - Nebs & Debs Prequel

Punch wrote:

Looking good. Incidentally I'm stuck in my project because I'm trying to program a tool to generate animation code easily... you seem to have that already figured out so props to you

Why not just hand-code them? Once you have the metasprites defined (there's a handful of tools for that) animating them, using a timer and a defined frame count is trivial.

For example, my Dragon Quest clone uses this format:

Code:

((object_direction * 2), + object_frame)

After this, the result is used to read from an offset table, and the sprite routine handles the rest.

Author:

Punch [ Sat Jul 09, 2016 4:00 pm ]

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Re: Progress Thread - Nebs & Debs Prequel

For the moment I have an Object table that points to an Animation table that points to several Metasprite table entries. Maybe I should simplify this a little bit but it's the most flexible system I could think of. I need at least to have an object table since I have a linked list to spawn/destroy objects, each represented by a byte.

Anyway this isn't about my game, sorry for doing a light derail of your thread.

Author:

mikejmoffitt [ Mon Jul 11, 2016 11:24 am ]

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Re: Progress Thread - Nebs & Debs Prequel

If you'd like, I would not mind sharing my metasprite animation format, which allows for variable frame lengths and arbitrary loop points.

Author:

Punch [ Mon Jul 11, 2016 1:19 pm ]

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Re: Progress Thread - Nebs & Debs Prequel

mikejmoffitt wrote:

If you'd like, I would not mind sharing my metasprite animation format, which allows for variable frame lengths and arbitrary loop points.

I don't want to cheat on this and implement everything by myself but yours could be a good reference so I don't do a dead-end design that's going to be completely replaced once I find out it's not viable. So yeah, you can show me your format, thanks a lot.